Commit graph

7131 commits

Author SHA1 Message Date
doofus-01
376d45a292 new terrain: Merfolk or aquatic camp (#773)
* adding aquatic encampment terrain

* Update changelog

* remove hardwired terrain codes and image-path from aquatic.cfg

* removed wood.png images

* touch-up to stone-posts in Kme-Cme transition
2016-09-18 13:23:38 +03:00
gfgtdf
f2635e5ad6 Update changelog 2016-09-18 11:29:11 +02:00
Celtic Minstrel
946be0c02c ~ADJUST_ALPHA() now takes formula 2016-09-16 19:56:49 -04:00
Bär Halberkamp
6df17b37f4 EI: Rebalance S2 2016-09-16 19:10:23 +02:00
Wedge009
1a25d297b8 Don't duplicate recall count decrement when undoing a recall (bug #25060)
Looks like un_recall_unit_cost() is used to retrieve the unit cost of the recalled unit but it also decrements the recall count, duplicating the decrement in un_recall_unit().
2016-09-16 21:53:59 +10:00
Gregory A Lundberg
8be428e946 Honor special locations in terrain mask
A [terrain_mask] is simply a map. It can be smaller than the map, and can be offset. As a map, it can give special locations which can be used to position units, and queried by WML. With this change the names are properly applied to the underlying map, offset relative to the [terrain_mask]. A name given in the [terrain_mask] replaces that name in the underlying map, regardless of the original location. A map file can define only one name per location. A name can have only one location; but a location can have any number of names. To define additional names for a location, stack [terrain_mask] maps giving each. Once placed on the map, a name cannot be removed.
2016-09-15 16:00:36 -05:00
loonycyborg
d81e426ac5 Update changelog 2016-09-14 14:21:42 +03:00
mattsc
862fd5f93b Update changelog and release notes 2016-09-12 07:48:31 -07:00
Celtic Minstrel
905e1a00a3 Update changelog 2016-09-11 17:11:42 -04:00
Celtic Minstrel
208a43cff1 Update changelog 2016-09-08 03:16:12 -04:00
mattsc
e7bd4bc4ef Default AI: fix bug causing units with max_moves=0 not to attack
The support parameter in the attack evaluation quantifies how much
power the AI can bring to an attack hex. This is supposed to include
the attacking unit itself. However, in some circumstances (such as when
the unit cannot move for one reason or another) this unit is not
accounted for. If no other units can get to this hex either, support is
(erroneously) set to zero, resulting in an attack score of zero, which
in turn results in no attack. Skipping the multiplication of the score
by support in this case does not affect comparison with other attacks
here, as this is by definition the only attack possible on the given
hex.

Note that the '!is_surrounded' conditional is also covered by 'support
!= 0' and can therefore be deleted.

This fixes bug #23720.
2016-09-06 16:45:50 -07:00
mattsc
6950ee1dd0 New high_xp_attack candidate action for default AI
This CA performs attacks on enemy units so close to leveling that the
default AI's combat CA would not attack them (with some exceptions).
This is meant to keep players from being able to exploit this known
weakness of the default AI.
2016-09-02 20:22:17 -07:00
Celtic Minstrel
cc01b38f00 Update changelog 2016-09-01 17:48:58 -04:00
mattsc
f7d9d747c0 New Micro AI: Assassin Squad AI 2016-09-01 14:41:17 -07:00
Celtic Minstrel
b24fdbcbe1 Merge pull request #759 from GregoryLundberg/GL_modify_unit_mode
Add mode=replace to [modify_unit]
2016-08-30 12:31:23 -04:00
ln-zookeeper
c0c696a8d0 New Tentacle of the Deep sprite with animated ripples, by Blarumyrran
Old animation frames left in for compatibility.
2016-08-30 18:55:44 +03:00
Celtic Minstrel
f376bbc2c1 Update changelog 2016-08-28 00:38:06 -04:00
Jyrki Vesterinen
dae453fe43 A new way to make units invulnerable for debugging
With debug features enabled (the --debug command line switch), select the
unit and type ";unit invulnerable=yes".

This method operates by reducing the opponent's hit chance to zero. As a
result, it doesn't slow down damage calculation unlike the "increase HP
to ridiculous levels" method.
2016-08-25 20:21:10 +03:00
Celtic Minstrel
22763798c7 New type_tree key in SUF - matches the unit type or its advancements 2016-08-24 23:48:39 -04:00
Gregory A Lundberg
82c3b0114d Add mode=replace to [modify_unit]
When specified, replace rather than merge the [unit] sub-tags. Does not effect [object], [trait], [effect] or [advancement].

For example:
    [modify_unit]
        [filter]
            id=Deoran
        [/filter]
        mode=replace

        [filter_recall]
            [not]
                id="Sir Gerrick"
            [/not]
        [/filter_recall]
    [/modify_unit]

will replace the current contents of [filter_recall] with the given contents. Without mode=replace, the contents would be appended to the previous contents.
2016-08-24 19:35:06 -05:00
Celtic Minstrel
6b623147c8 Neaten changelog 2016-08-23 17:48:14 -04:00
Celtic Minstrel
f71031d8fd Update changelog 2016-08-23 17:48:14 -04:00
Jyrki Vesterinen
8816dc9cd9 Fix icons of buttons under the minimap disappearing on closing a menu 2016-08-21 21:30:48 +03:00
doofus-01
6a27d1ca30 update changelog 2016-08-20 16:15:08 -07:00
Celtic Minstrel
d5a78dfcd0 Redesign gamestate inspector window 2016-08-20 02:52:11 -04:00
Gregory A Lundberg
15c761ec75 HAS_NO_TURN_LIMIT objectives macro
A convenience macro to add a standardized note to the objectives pointing out there is no turn limit.
2016-08-19 20:06:13 -05:00
Wedge009
5ed288d635 Update change logs. 2016-08-16 14:43:50 +10:00
Gregory A Lundberg
f0ad540001 Add result variable to [message] tag
If [message] includes one or more [option] choices, store the choice index in the result variable.
2016-08-14 00:19:11 -05:00
Wedge009
7b7eb81081 Update change log. 2016-08-12 22:52:00 +10:00
Wedge009
f1be140bb4 Change WML condition equals=true to boolean_equals=true (bug #24951) 2016-08-12 19:14:50 +10:00
Jyrki Vesterinen
3d8c29bc29 Fix a stray ; character appearing in the command console
The GUI1 textbox widget had a mechanism to reject input until it has
received an SDL_KEYDOWN event, but it didn't do any good. I suspect this
regressed in commit 61ccf2fc, which changed the type of the event handler
container from std::vector to std::list. Apparently, starting from that
commit, an event (say, an SDL_KEYDOWN event) will also be delivered to
any event listeners which are registered by existing event handlers.

In other words:
1. the player presses ;
2. SDL generates an SDL_KEYDOWN event
3. a handler for that event creates the command console
4. the command console registers a handler for SDL events
5. the original keypress event is delivered to the command console
6. the console starts listening for input as a result of that event
7. SDL generates an SDL_TEXTINPUT event, still for the same keypress
8. the console inserts the ; character

I made the textbox loop through all the keys in construction, and store a
set of all pressed keys. The box will ignore all input until all the keys
which were down at the time it was created have been released. The fix
stops the stray ; character from appearing.
2016-08-11 22:17:29 +03:00
ln-zookeeper
087a2822d1 Fixed broken bandits code 2016-08-11 18:21:21 +03:00
ln-zookeeper
642323ff45 Cropped the Spectre baseframe to fix hitpoint bar positioning bug 2016-08-10 01:46:31 +03:00
Elvish_Hunter
ca557c7221 changelog entry 2016-08-08 20:17:39 +02:00
Celtic Minstrel
f4ac23a3c5 Allow [endlevel] to be used in victory or defeat events 2016-08-08 04:09:32 -04:00
Charles Dang
bd189c5e15 Changelog entry for c91b200b7a 2016-08-08 05:23:34 +11:00
Jyrki Vesterinen
f87f09a341 Fade out previous music on playing new storyscreen music
Also disable victory music on scenarios which have the carryover report
disabled, mainly cutscene scenarios and final scenarios of each campaign.
This avoids an unfortunate "abruptly play the winning music, then
immediately switch to the next music" situation that would break
fade-out otherwise.

Finally, I also removed an unreachable code line that triggers a warning
in Visual Studio.
2016-08-07 20:49:50 +03:00
Jyrki Vesterinen
d4e6d0bf2b Fade out music on scenario start and on disabling it 2016-08-07 18:54:33 +03:00
Spixi
d0d3b1fbca Fixed name generation in map generator 2016-08-07 00:44:24 +02:00
fendrin
b9d2ec4409 Renamed [foreach] variable= to array= and item_var= to variable= 2016-08-06 06:20:41 +02:00
Andreas Löf
e24115088a Add fix of bug #24553 to changelog 2016-08-05 23:27:19 +12:00
loonycyborg
059de7266a Update changelog 2016-08-04 12:42:38 +03:00
Celtic Minstrel
44d171ab58 Include builtin conditions in wesnoth.wml_conditions
This excludes the [true] and [false] ConditionalWML tags,
which are still hard-coded. (People shouldn't be trying to
override or extend these anyway.)
2016-08-02 16:57:46 -04:00
Celtic Minstrel
53828a01b9 New [remove_object] WML tag 2016-08-02 00:52:52 -04:00
Celtic Minstrel
6dab777f66 Accept [effect] in [modify_unit] 2016-08-02 00:01:48 -04:00
Andreas Löf
2360fb6260 Merge branch 'monte-carlo-damage-calculation' of https://github.com/jyrkive/wesnoth into jyrkive-monte-carlo-damage-calculation 2016-08-01 22:04:06 +12:00
Bär Halberkamp
51ebabae4d fix last commit 2016-07-31 13:23:04 -04:00
Bär Halberkamp
fd1a776997 Change attack sounds for short swords 2016-07-31 13:10:00 -04:00
Jyrki Vesterinen
ed8a9c223b Mention the 'mute music in background' preference in changelog 2016-07-30 09:19:58 +03:00
Celtic Minstrel
0b313e8dda Fix changelog for #710 2016-07-30 02:16:40 -04:00